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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=250317</id>
		<title>Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metamorphic_layer&amp;diff=250317"/>
		<updated>2020-02-09T08:11:57Z</updated>

		<summary type="html">&lt;p&gt;Rjcroy: Added a description of what metamorphic rock is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:43, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''metamorphic layer''' is a [[stone layer]] comprised of metamorphic rock. Metamorphic layers contain several unique and valuable types of [[gems]]; however, they are generally poor in metal ores, lacking any ores of [[iron]]. Furthermore the only metamorphic [[flux]] layer stone is [[marble]]. &lt;br /&gt;
&lt;br /&gt;
Metamorphic rocks arise from the transformation of existing rock types, in a process called metamorphism, which means &amp;quot;change in form&amp;quot;. The original rock is subjected to heat and pressure, causing profound physical or chemical change. The protolith may be a sedimentary, igneous, or existing metamorphic rock.&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
[[Ru:Metamorphic layer]]&lt;/div&gt;</summary>
		<author><name>Rjcroy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=152191</id>
		<title>v0.31:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=152191"/>
		<updated>2011-08-07T10:03:44Z</updated>

		<summary type="html">&lt;p&gt;Rjcroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;center&amp;gt;''Please note that this article may be outdated due to changes since version 0.31.18.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The aim of making their own weapons for most players is to save embark points and/or starting a metal industry early. In older versions anvils required 1000 embark points. So, taking one with you didn't spare much for skills and required items like {{L|axe|axes}} and {{L|pick|picks}}. If you don't take an anvil with you, you have to buy one from {{L|trader|traders}}, and if they don't offer some by their first visit, probably wait another year.&amp;lt;br /&amp;gt;Today, anvils are much cheaper and cost only 100 embark points. But you can still save points for other items needed or wanted. Just keep in mind, that you'll need time until axes and pick are ready, and your {{L|miner}} and {{L|wood cutter}} will possibly stand around doing nothing useful that time. Also, you'll probably have something else to do than forging in your first year. Think wisely.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, making your own weapons is quite easy. Also, your training axe (which somehow fells trees) can be made at the {{L | Carpenter's workshop}} (and a better one forged later with the abundance of minerals), so only one copper nugget for a pick, one anvil, and one stone is needed for a minimalist&amp;lt;!-- /survivor --&amp;gt; build.&lt;br /&gt;
&lt;br /&gt;
The embark savings are very high, as buying the default pick and axe costs 112 embark points, the same as the anvil and two copper nuggets (and with the second deal, you get an anvil for making whatever!). The training axes at embark save a lot, only costing 61 with the pick. The anvil, one wood, and one copper nugget only cost 109 points, only 48 points more expensive (and as before, you get an anvil).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these plans don't include the cost of any skills, or of any reusable tools.  You don't need the skills - an untrained dwarf will produce gear every bit as good as what you buy, although it may take some time.  And the reusable tools, such as an anvil and the stones you need to build the furnaces, are REUSABLE;  you should be bringing the anvil at the very least.&lt;br /&gt;
&lt;br /&gt;
==Bring Bronze Supplies==&lt;br /&gt;
The basic item selection in &amp;quot;Prepare for the journey carefully&amp;quot; comes with two copper picks (at 44 points each), two copper battle axes (68 points each), and an iron anvil.  Since copper ore and cassiterite costs 6 points a piece, and wood costs 3 points per log, you can carry the supplies for SIX bronze items for the cost of one of those copper battle axes:&lt;br /&gt;
* 3 copper ore (any type):  18 points&lt;br /&gt;
* 3 {{l|cassiterite}}:  18 points&lt;br /&gt;
* 3 wood (to be converted to charcoal and then used to smelt the bronze):  9 points&lt;br /&gt;
* 6 wood (for charcoal, and then to forge each item):  18 points&lt;br /&gt;
* Total:  63 points&lt;br /&gt;
If you've got the patience, then you can add in {{l|bituminous coal}} at 3 points per piece and save on wood:&lt;br /&gt;
* metal ore as above:  36 points&lt;br /&gt;
* 1 wood (to be converted to charcoal and then used to smelt the first coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the other coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  51 points&lt;br /&gt;
&lt;br /&gt;
NOTE: If your embark has at least 7 trees, you can skip on bringing any wood. Choose one of your ores and remove the economic designation for it under the &amp;quot;Stones&amp;quot; z-menu, and use it to build your first wood furnace. Deconstruct your wagon to yield 3 logs, and convert one into ash and two into charcoal, then use the ash to make a smelter. Smelt one set of bronze bars, deconstruct the smelter, use the ash for a forge, and make one battle axe. Cut wood as necessary to smelt the rest of your bronze and create the rest of your equipment as necessary. This process takes a little longer, but saves 27 points on wood, or 15 from the coal process, allowing you to bring only the ores and the anvil. Remember to set your ore as economic again!&lt;br /&gt;
&lt;br /&gt;
NOTE: If you don't like the idea of building workshops out of ash, you can bring granite, or other {{l|magma safe|magma safe}} rock for 3 embark points.&lt;br /&gt;
&lt;br /&gt;
== Bismuth Is Pretty ==&lt;br /&gt;
If you don't mind spending more, you can replace some of the tin ores with {{l|bismuthinite}} and make {{l|bismuth bronze}} items:&lt;br /&gt;
&lt;br /&gt;
* 4 copper ore (any type):  24 points&lt;br /&gt;
* 2 cassiterite:  12 points&lt;br /&gt;
* 2 bismuthinite:  6 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt the first coal):  3 points&lt;br /&gt;
* 3 coal (for coke, and then to smelt the other coal):  9 points&lt;br /&gt;
* 3 coal (for coke, and then to smelt the ores into bars):  9 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bars to make the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  72 points&lt;br /&gt;
&lt;br /&gt;
Unfortunately, what you gain by reducing the cost of your ores, you lose by having to smelt your ores into metal bars before converting them to alloys.&lt;br /&gt;
&lt;br /&gt;
==Steel Supplies are Expensive==&lt;br /&gt;
Unfortunately, iron ores will cost you 24 points each, so if you're hoping to go directly for steel equipment, be prepared to spend:&lt;br /&gt;
* 2 iron ore (any type):  48 points&lt;br /&gt;
* 2 flux (any type):  12 points&lt;br /&gt;
* 2 wood (for charcoal, and then to smelt the iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make pig iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make the steel):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to forge each item):  6 points&lt;br /&gt;
* Total:  84 points&lt;br /&gt;
Coal does help, if your civilization has it:&lt;br /&gt;
* iron ore/flux as above:  60 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt iron/pig iron):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to smelt steel/forge items):  6 points&lt;br /&gt;
* Total:  75 points&lt;/div&gt;</summary>
		<author><name>Rjcroy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=152176</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=152176"/>
		<updated>2011-08-06T02:25:25Z</updated>

		<summary type="html">&lt;p&gt;Rjcroy: /* Butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:40, 25 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (negligible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on {{L|embark}} and even decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with one bull and 3 cows. Note, though, that with the exception of cat, dogs and poultry, buying animals on embark is extremely expensive.  You also get two random {{L|Domestic animal|draft animal}}s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally {{L|Grizzly bear|interesting for defense purposes}}. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leatherworker|leatherworkers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}(not usually necessary with hunting animals), and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may lead to lots of [[fun]]).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldier|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, etc. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnancy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in the lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restraint|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal corpse or body part is available if it is taken to the butcher's shop or in a refuse stockpile within a certain distance of the shop.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be weaved into low-value thread, but not into cloth, so it is useless outside hospital (note that it doesn't rot, so it has to be dumped manually).&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one{{verify}} (which can also be a pet).&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get {{L|clutter|cluttered}} quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat, fat and eggs for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}. An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient. Tallow is no longer a good ingredient - rendering the fat causes it to separate into many tiny stacks, which affects the size of resultant meal.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
''Requires: female egg-laying animal, {{L|nest box}}''&lt;br /&gt;
&lt;br /&gt;
If you have tame egg-laying animals, {{L|egg production}} can be a byproduct of the meat industry. Female egg-laying animals will claim a nest box, and lay a clutch of {{L|egg}}s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into {{L|food}} stockpiles and {{L|cook}}ed into {{L|prepared meal|meals}} at a {{L|kitchen}}.&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
&lt;br /&gt;
You can also milk certain female animals such as horses, cows etc. at the farmers workshop with an empty bucket and a dwarf with the milking labor enabled. The resulting milks only use is to turn into cheese at the farmers workshop with a dwarf with the cheesemaking labor enabled. This is the only use besides trading, milk cannot be drunk (but cheese can be eaten).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldier|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldier|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Rjcroy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fuel&amp;diff=152161</id>
		<title>v0.31:Fuel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fuel&amp;diff=152161"/>
		<updated>2011-08-05T11:30:39Z</updated>

		<summary type="html">&lt;p&gt;Rjcroy: /* Fuel: charcoal and coke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|02:45, 08 November 2010 (UTC)}}&lt;br /&gt;
:''(Disambiguation: In Dwarf Fortress, '''{{l|bituminous coal}}''' is not the same as &amp;quot;coal&amp;quot; - see that article if desired.)''&lt;br /&gt;
&lt;br /&gt;
'''Fuel''', '''refined coal''', and just '''coal''' are three in-game terms that refer the same thing, any unit of '''charcoal''' or '''coke''', the two fuels used to power high-temperature industries, namely metalworking, glassworking, and pottery.  One unit of either of these fuels is required for every task at a conventional (non-magma) {{l|smelter}}, {{l|forge}}, {{l|kiln}}, or {{l|glass furnace}}.  Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail.  Refined coal is also needed as part of the pig iron and steel creation process ''(see [[#Pig iron and steel production|below]])''.&lt;br /&gt;
&lt;br /&gt;
Although both &amp;quot;charcoal&amp;quot; and &amp;quot;coke&amp;quot; are simply listed as such when viewed in the game with the {{k|k}}, they are found under the &amp;quot;bars&amp;quot; section of the [[z-stocks]] menu, and can be used to build {{L|vertical bars}}, and so a unit of fuel is usually considered &amp;quot;a bar&amp;quot;.  To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a {{l|Stockpile#Custom_stockpiles|custom stockpile}} with &amp;quot;coal&amp;quot; (found in the &amp;quot;Bars&amp;quot; sub-category) {{k|e}}nabled and {{k|p}}ermitted.&lt;br /&gt;
&lt;br /&gt;
==Fuel: charcoal and coke==&lt;br /&gt;
&lt;br /&gt;
The two sub-types of fuel are '''''charcoal''''' and '''''coke''''', and they are ''identical'' for in-game purposes, even if they come from different sources and have different in-game names.  Whenever you see &amp;quot;fuel&amp;quot;, &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot; in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity.  ({{l|Bituminous coal}} is ''not'' the same as &amp;quot;coal&amp;quot;, and does ''not'' refer to fuel, but can be converted into coke at a {{l|Smelter}}.) &lt;br /&gt;
&lt;br /&gt;
Both charcoal and coke come in {{l|bar}}s, and are stockpiled in Bars/Block {{l|stockpile}}s if the &amp;quot;coal&amp;quot; entry is selected within the &amp;quot;Bars&amp;quot; section.  There is currently no way (or need) to distinguish between the two when designating stockpiles. &lt;br /&gt;
&lt;br /&gt;
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any game activities.'' Both are &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot;, or just &amp;quot;fuel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Charcoal and coke are, of course, ''not'' {{l|fire-safe}} building materials.&lt;br /&gt;
&lt;br /&gt;
=== In-game usage ===&lt;br /&gt;
&lt;br /&gt;
The different terms are found in different places in the game, but all refer to the same thing, {{l|bar}}s of either coke or charcoal.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fuel&amp;quot; is sometimes used informally in the forums and in various wiki articles.  Since some understandable confusion can arise over the usage of the various terms &amp;quot;'''refined coal'''&amp;quot;, &amp;quot;'''coal fuel'''&amp;quot;, &amp;quot;'''coal'''&amp;quot;, &amp;quot;'''charcoal'''&amp;quot; and &amp;quot;'''coke'''&amp;quot; (and also &amp;quot;{{l|bituminous coal}}&amp;quot;, which is ''not'' a fuel), the simple umbrella term &amp;quot;fuel&amp;quot; will be used in the explanations in this article.  &lt;br /&gt;
&lt;br /&gt;
At a conventional (non-magma) {{l|smelter}}, if you try to add a smelting task and have no fuel, you will see the message:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;div style=&amp;quot;color:white; background-color:black; width:20em; font-weight:bold&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;No tasks available&amp;lt;br /&amp;gt;Check for raw material access&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;and fuel if necessary&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:''(Note that this message will also be seen if there is no {{l|path}} to your workshop or needed materials, including fuel.)''&lt;br /&gt;
&lt;br /&gt;
You will not be allowed to add any tasks to any conventional smelter until that workshop has access to at least one unit of either charcoal or coke. (However, if you have just one bar of un-used fuel, you can queue up as many jobs as you want - see next...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have queued up multiple tasks and then run out of fuel, you will get an {{L|announcement}} similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''[[Urist|Urist McFuelUser]] cancels job: needs refined coal.'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect.  You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.&lt;br /&gt;
&lt;br /&gt;
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well.  &lt;br /&gt;
&lt;br /&gt;
'''Coal''' is the generic term used in the {{l|stockpile}} menu.  It refers to a {{l|bar}} of either charcoal or coke.&lt;br /&gt;
&lt;br /&gt;
== The two sub-types of fuel ==&lt;br /&gt;
There are 2 sub-types of conventional fuel - {{l|charcoal}} and {{l|coke}}.  Charcoal and coke are identical in use - a single unit of either one powers one activity at a conventional smelter, forge, kiln or glass furnace, or can serve as the ingredient to make {{l|pig iron}} or {{l|steel}}.  They are completely interchangeable, the only difference is their source.  &lt;br /&gt;
&lt;br /&gt;
{{l|Wood}} does not burn hot enough to fuel these activities or facilities, and (in Dwarf Fortress) you cannot burn raw {{l|bituminous coal}} or {{l|lignite}} (although they are flammable).&lt;br /&gt;
&lt;br /&gt;
=== Charcoal, from wood===&lt;br /&gt;
Charcoal is created at a {{l|wood furnace}} using one {{l|wood}} log by a {{l|dwarf}} with the {{l|Wood burner|Wood burning}} {{l|labor}} enabled. {{l|Skill|Skill levels}} in the {{l|Wood burner}} {{l|skill}} are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
:* Required Building - {{l|Wood furnace}}&lt;br /&gt;
:* Required Labor enabled - {{l|Wood burning}}&lt;br /&gt;
:* Required Material - {{l|Wood}}&lt;br /&gt;
&lt;br /&gt;
===Coke, from bituminous coal or lignite===&lt;br /&gt;
Coke is a type of refined coal, and is identical to charcoal for all game purposes. It is created at a {{l|smelter}} using one unit of fuel by a {{l|dwarf}} with the {{l|Furnace operating|Furnace Operating}} labor enabled. {{l|skill|Skill levels}} in the {{l|Furnace operator}} skill are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
Coke can be created from {{l|bituminous coal}}, producing 3 coke (net gain of 2 fuel), or {{l|lignite}}, producing 2 coke (net gain of 1 fuel). Magma smelters do not require conventional fuel for this process, and so the net yield for each is effectively +1 greater.&lt;br /&gt;
&lt;br /&gt;
:*Required Building - {{l|Smelter}} or {{l|Magma smelter}}&lt;br /&gt;
:*Required Labor enabled - {{l|Furnace operating}}&lt;br /&gt;
:*Required Material - {{l|Bituminous coal}} or {{l|lignite}}&lt;br /&gt;
::::::  - ''plus'' one unit of fuel per unit smelted, if at a conventional smelter&lt;br /&gt;
&lt;br /&gt;
Bituminous coal {{l|block}}s and lignite blocks (sometimes offered by {{l|trader}}s) can neither be used as fuel nor converted into fuel or back into stones in any way. They can only be used for standard block purposes -- though they are of course ''not'' {{L|fire-safe}}!&lt;br /&gt;
&lt;br /&gt;
Because you need fuel in order to refine fuel, you will probably need to create at least one unit of charcoal at a Wood Burner first.&lt;br /&gt;
&lt;br /&gt;
== Magma facilities ==&lt;br /&gt;
Magma replaces conventional fuel for {{l|magma smelter}}s, {{l|magma forge}}s, {{l|magma kiln}}s and {{l|magma glass furnace}}s.  No fuel is needed, nor can it be used, for activities at these facilities.  Note that you will still need charcoal or coke for smelting bars of {{l|pig iron}} and {{l|steel}}. (And see next section.)&lt;br /&gt;
&lt;br /&gt;
== Pig iron and steel production ==&lt;br /&gt;
Note that when {{l|smelting}} {{l|pig iron}} or {{l|steel}} at any location, one unit of either charcoal or coke is required in the reaction (presumably as carbon). Again, there is no distinction - both charcoal and coke serve equally well in the production of {{l|bar}}s of either. An additional unit of fuel is needed to power the furnace at conventional (non-magma) smelters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:* {{l|Smelting}}&lt;br /&gt;
:* {{l|Fuel industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|COAL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Rjcroy</name></author>
	</entry>
</feed>